Now Avalon Hill steps in. British manufacturers Philmar receive a characteristically scruffy letter from Baltimore. But the content is what counts. Avalon Hill like Kingmaker, they want to manufacture it under licence The Avalon Hill Company has a year old reputation in Britain for producing wargames of quality.
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Advertise with Us. Remember Me? General Rules. Results 1 to 8 of 8. Thread: Let's Fix Kingmaker? Thread Tools Show Printable Version. Let's Fix Kingmaker? Any serious Kingmaker fans out there? The old Avalon Hill boardgame, I mean. Surely, there's some way the rules can be fixed to make the game more playable?
Dark Albion: The Rose War! Also available in Variant Cover form! I've got the game and I've played it a few times. The rules could be a little clearer in places. What do you think needs fixing? I'll have to dig it back up soon as I haven't played in years.
I think teh main problem was the tendency towards stalemate. I guess something to reward agressiveness would help. Imperium Romanum had morale, which had a direct impact on combat effectiveness.
For Kingmaker, the most important piece is that morale went down a bit each turn that you didn't make some kind of attack - the troops got bored sitting around. Even if players take out empty castles of the opponent, at leat they are doing something that makes them move around and expose their leaders to danger.
One thign that I've seen experienced players do is not dole out positions until the moment of combat. This not only adds uncertaintly but also protects characters from some random events. It might be better to have only troops be playable immediately before a battle, not titles. In answer to the basic question of what's wrong, its the endgame: inevitably a game of kingmaker turns into all sides piling all of their nobles in one big heap, with all advantage going to whoever holds out meaning its disadvantageous to attack , and waiting it out in cities until the right plagues hit to kill off enough nobles or heirs for one player to end up the winner.
And sometimes this endgame drags on for hours and hours. That's an old complaint. I've seen it addressed in several places. Here are a couple threads: Does this game ever end? I wanted to like this game more than I do. Also Usenet: Kingmaker, Samurai help? Get your hands on the Variant event cards, and especially use the Refuge rule included with them.
Use writs to force people to attend Parliament, and "make them an offer they can't refuse" by lending them a ship if necessary. Reshuffle the event cards after each Embassy. Folks just wanted to play the Basic Game, they played it once, then they went on to something else probably a crappy rail game or Civ.
Anyway, to sum up, here are the rules used in the World Boardgaming Championship. Originally Posted by Elliot Wilen. Yes, I agree the advanced rules and the rulebook as a whole aren't a paragon of clarity. There is a rulebook document on BGG that claims to be cleaned up, though I can't vouch for it personally.
Also agree that it's less than ideal to have to add variant cards. But I'd say the use of writs plus reshuffling after each Embassy will go a long way to keeping people from holing up indefinitely. Perhaps in lieu of the Variant deck, you could randomize that stuff by other means. Here are my thoughts on that. Key items listed at the WBC page can be broken down into several types of events. Numbers in parentheses are the of cards in the Variant deck.
But the Refuge card seems to be "pocketable" if drawn during combat resolution, like a Free Move card. So to begin with let's note that there are 90 Event Cards in the original game. If you actually had the Variant cards and used all of them as recommended by WBC that would add 25 cards. So although you'd lose the "card counting" effect, you could achieve a similar frequency by using dice thus: Every time an Event Card is to be drawn in the game, roll two dice.
On a 7 or 12, instead of drawing an Event Card, roll again on the following table. I know, this gives a slightly lower frequency of generating a Variant Event than having the cards would. But it's easy to remember, and I think the reduced frequency makes up somewhat for the increased probability of getting the same Variant Event twice in a row. The number after the slash shows the actual frequency produced by the table.
As you can see, the first table is very close to ideal. The second table is more compact but it overstates Gales at Sea while understating Treachery. Use that one in your game if you want to make long sea travel dangerous. If the table is used during the Event phase, then the result takes effect and no additional Event Card is drawn. If the table is used during the Combat phase, then only the Vacillating Allegiance and Refuge results have an effect. In any case, an actual Event Card will then be drawn to resolve the combat.
When a Refuge result is thrown during the Event phase, the player gets a token indicating a Refuge "in hand". Six tokens should be made up and if all six are currently held, then a Refuge result should be re-rolled. This best preserves the frequencies in the tournament rules, but it shouldn't matter much if, instead, you treat a Refuge result as "no effect".
I used this to get the frequencies of the cards in the card set, in lieu of digging out my copy. Kingmaker is one of my all-time favorite games, but I haven't played it in about 20 years since my wife isn't "into" that kind of game. She's only into RPGs. I agree that the rules need to be tightened up a bit.
We always seemed to have games "end" in rules litigation rather than by having an actual victor All times are GMT The time now is AM. All rights reserved.
Kingmaker, a table-top board game by Avalon Hill
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Kingmaker is a board game created by Andrew McNeil. The second edition was produced by Avalon Hill in the United States in This version was somewhat different from the original, as it refined the rules and required less knowledge about England to play. TM Games also released an edition in that was essentially a re-issue of the Avalon Hill version.